Text input device and adapter mechanism

ABSTRACT

A text input device for attachment to a game controller includes a small-sized housing, upper and lower faces, a plurality of text entry keys disposed on the upper face, and an attachment interface disposed on the lower face. A bracket for attaching the text input device to a game controller includes an arm portion having first and second ends. An attachment plate is fixed to the first end and has at least one engaging member protruding therefrom and engaging the attachment interface of the text input device. The bracket further includes at least one retaining member protruding from the second end in a position such that, when the attachment plate is coupled to a first part of a game controller and the retaining member is in contact with a second part of the game controller, a force is applied to a face of the retaining member by the second part of the game controller so as to maintain the coupling of the attachment plate to the game controller first part. The attachment plate engaging member is non-destructively disengagable from the attachment interface of the text input device, and is subsequently re-engagable so as to permit subsequent non-destructive disengagement.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is related to the U.S. patent application titled“Controller with Removably Attachable Text Input Device,” filedsimultaneously herewith and having Ser. No. 10/434,456.

FIELD OF THE INVENTION

This invention relates game controllers and other devices used forproviding input in connection with computer game play. Moreparticularly, this invention relates to a text input device that can beadapted to a hand-held game controller.

BACKGROUND OF THE INVENTION

Games have long been an important aspect of computer technology, bothfrom hardware and software standpoints. As computer technology hasadvanced, so too has the quality and sophistication of computer games.Computer games may be played on personal computers and other hardwareand software environments that have non-game uses. Games may also beplayed in environments dedicated or oriented to game play. For example,a game “console” may include a computer processor, memory and otherhardware that is dedicated to game play. Often, game consoles provideaudio and visual output through a television, and may be designed toread various data storage media in order to play different games.

In both console and other types of computer games, a user often providesinput to the game by way of a game controller. Typically, a gamecontroller is a handheld device that a game player can conveniently holdin one or two hands while playing a game. Designs vary widely, but mostgame controllers have multiple buttons and other controls which a usercan press or otherwise manipulate, and which cause particular signals tobe sent to the computer on which the game is running. The gamecontroller, depending on the game software that is currently operating,may then interpret that signal in a manner consistent with the gameprogram. For example, pushing a D-pad or thumb stick in one directionmay cause an object in the game to move in a particular manner. Pushinga button or squeezing a trigger may cause a virtual weapon to be fired.These and other types of game play input are well known.

In another aspect of computer games known as on-line play, game playersare able to play games with users who may be in distant locations.Instead of requiring all players to be playing a game on the same gameconsole or other computer (which often limits play to persons in thesame room), on-line play allows players using different game consoles orother computers to connect those consoles via the Internet or othernetwork connection. With on-line play, persons in different geographicregions can simultaneously play against (or with) each other in the samegame. The continued growth of the Internet and proliferation ofbroadband access to the Internet has no doubt increased the popularityof on-line game playing. It is now possible for tens or even hundreds ofpersons to be simultaneously playing the same game.

In addition to simulating weapons discharge, character and screen objectmovements and other types of game-related interactions, inter-playercommunication is common in on-line game play. Many games allow playersto coordinate their efforts, and communication between players is thushelpful. Some games may allow players to trade weapons or other virtualitems, to call for help from other players, or to otherwise exchangeinformation. In many cases, players may wish to communicate simply topass time or for social interaction unrelated to the game they may beplaying.

Many games allow players to communicate verbally. A player might speakinto a microphone, and other players are then able to hear him or her.Although convenient, this method of communication can be less useful asthe number of players increases. For example, if twenty people areplaying a game and also sending messages, the chatter level may becomeso frequent that a player cannot effectively listen for messages ofinterest and still play the game. A player may also want to limitmessage recipients out of privacy concerns, to avoid communicatingtactics to opposing players, and for various other reasons.

Many games and/or on-line gaming environments allow players to directtextual messages to specific players in the game. However, most gamecontrollers either lack the ability to provide textual input to thegame, or have extremely limited text input capabilities. To send a textmessage, a player is thus required to put down the game controller anduse a keyboard. Moreover, many games are played in a living room orother setting in which the player may be sitting on a couch, floor orother location where it might be inconvenient to hold a keyboard whiletrying to type a message, and where there may be no convenient place torest a keyboard. It would therefore be useful if a hand-held gamecontroller could also provide the ability to conveniently input text.

There have been various attempts to provide a hand-held device that canbe used for both game play and text input. U.S. Pat. No. 6,512,511(Willner et al.) describes a “hand grippable combined keyboard and gamecontroller system” which is purportedly usable for both textual inputand game play. The device is separable into two halves, each of whichcan be held in one hand and perform the function of the other half. The'511 patent also describes a small computer being interposed between thetwo halves. However, the described device requires a user to learn ascheme for text input in which multiple buttons dispersed on varioussurfaces of the device correspond to certain letters or othercharacters. The user cannot visualize all of those buttons at once. Inother words, the user must turn the device over to expose additionalbuttons positioned on the device underside. U.S. Pat. Nos. 6,288,709,5,984,548 and 5,874,906 (all to Willner at al.) describe furtherembodiments of handheld data entry systems that can alternately be usedfor text entry or game play. However, these additional embodiments alsorequire a user to learn a scheme by which letters and other charactersare mapped to particular buttons dispersed across the device, whichbuttons cannot be simultaneously visualized. The above-described Willnerpatents also describe activation of a “mode selection switch” to signalwhether the device buttons are providing text or character input.

In another line of development, a game controller and keyboard have beencombined into a “keyboard controller” sold by the Ascii Co. of Japan.This device comprises a keyboard that is approximately the size of alaptop computer keyboard, and has hand grips and game play controlslocated at the sides. Although this device does combine game controlwith text entry, its size may not be optimal under certain conditions.For example, many users could not input text using the keyboard whileholding the game controller grips at the side of the device, and wouldthus have to place the device on a table or other surface in order toenter text.

For these and other reasons, there remains a need for systems andmethods that permit convenient text input while using a game controller.

SUMMARY OF THE INVENTION

The present invention addresses the challenges described above byproviding a small-sized text input device that can be attached to andremoved from a game controller. In some embodiments, the inventionincludes an attachment bracket for coupling a text input device to agame controller. In one embodiment, a text input device includes ahousing having relatively small dimensions, and further includes upperand lower faces. A plurality of text entry keys is located on the upperface, and an attachment interface is disposed on the lower face. Aplurality of conformal wings protrudes from the housing. In anotherembodiment, a text input device has a small housing, the housing havingupper and lower faces. A plurality of text entry keys is located on theupper face and an attachment interface is disposed on the lower face. Acable emanates from the housing for communication of signals resultingfrom user activation of one or more text entry keys, and a connector isattached to the cable.

In another embodiment, the invention includes an attachment bracket forcoupling a text input device to a game controller. The bracket has anarm portion with first and second ends and an attachment plate fixed tothe first end. The attachment plate has at least one engaging memberfixed to the plate. At least one retaining member protrudes from thesecond end. The retaining member is positioned such that, when theattachment plate is coupled to a first part of a game controller and theretaining member is in contact with a second part of the gamecontroller, a force is applied to a face of the retaining member by thesecond part of the game controller. In this manner, the coupling of theattachment plate to the game controller first part is maintained.

Further aspects and advantages of the invention are described below, orwill be apparent to persons skilled in the art once such persons areprovided with the information contained herein.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary gaming system.

FIG. 2 is a block diagram of the gaming system of FIG. 1.

FIG. 3 illustrates a network gaming system in which the gaming system ofFIG. 1 is connected via a network to other consoles and services.

FIG. 4 is a top plan view of an example game controller.

FIG. 5 is a top plan view of the game controller of FIG. 4, but withoutlines of a player's hands to show movement of the game play controls.

FIG. 6 is a bottom plan view of the game controller of FIG. 4.

FIG. 7 is a front view of the game controller of FIG. 4.

FIG. 8 is a rear (or player side) view of the game controller of FIG. 4.

FIG. 9 is a top plan view of the game controller of FIG. 4, with anattached text input device, and with outlines of a player's hands toshow input of text.

FIG. 10 is a top plan view of an example text input device.

FIG. 11 is a bottom plan view of the text input device of FIG. 10.

FIG. 12 is a perspective view of an attachment bracket according to oneembodiment of the invention.

FIG. 13 is a top plan view of the bracket of FIG. 12.

FIG. 14 is a bottom plan view of the bracket of FIG. 12 attached to thetext input device of FIG. 10.

FIG. 15A is a cross section taken along lines 15A-15A of FIG. 14 androtated 180°.

FIG. 15B is a cross section taken along lines 15B-15B of FIG. 14 androtated 180°.

FIG. 16 is a top plan view of the game controller of FIG. 4 withattached text input device of FIG. 10, with a portion of the text inputdevice removed.

FIG. 17 is a bottom plan view of the game controller of FIG. 4 withattached text input device of FIG. 10 and bracket of FIG. 12.

FIG. 18 is a side view of the game controller of FIG. 4 with attachedtext input device of FIG. 10 and bracket of FIG. 12.

FIG. 19 is an exploded perspective view of the text input device of FIG.10.

FIG. 20 is a block diagram of a game controller and text input deviceaccording to one embodiment of the invention.

FIG. 21 is a top plan view of a second example game controller.

FIG. 22 is a bottom plan view of the game controller of FIG. 21.

FIG. 23 is a front view of the game controller of FIG. 21.

FIG. 24 is a rear (or player side) view of the game controller of FIG.21.

FIG. 25 is a perspective view of an attachment bracket according toanother embodiment of the invention.

FIG. 26 is a top plan view of the bracket of FIG. 25.

FIG. 27 is a bottom plan view of the bracket of FIG. 25.

FIG. 28 is a top plan view of the game controller of FIG. 21 withattached text input device of FIG. 10, with a portion of the text inputdevice removed.

FIG. 29 is a bottom plan view of the game controller of FIG. 21 withattached text input device of FIG. 10 and bracket of FIG. 25.

FIG. 30 is a side view of the game controller of FIG. 21 with attachedtext input device of FIG. 10 and bracket of FIG. 25.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Definitions

Unless otherwise indicated, various terms as used in this specificationand in the claims have the following meanings.

Game play control: A control device which can be moved or otherwiseselectively activated by a user so as to generate (or modify) a signal,which signal is recognized by game software and causes some event oraction in a computer game that is played by executing instructions inthat software. Examples of game play controls include buttons, switches,D-pads (i.e., a direction pad, also known as a cross-key pad), thumbwheels, track balls, joysticks, thumb sticks (i.e., small joystickspositioned so as to be movable by a player's thumb when used forcomputer game play) and triggers. A game play control may bemechanically activated by a user (e.g., by physically moving a switch,button, or other control) or activated by non-mechanical actions (e.g.,by sensing body heat, sensing changes in capacitive or RF field, etc.).

Game controller: A device having multiple game play controls.

Simultaneously viewable: A group of keys on a device are simultaneouslyviewable if all keys in the group can be viewed from a single angle,i.e., without having to rotate or otherwise reposition the device.

Text characters: Letters, numerals, punctuation marks and symbols (e.g.,

,

,

,

, $, *, @, £, ¥, §, ®) that can be represented by unique codes (e.g.,ASCII, Unicode, etc.). Text characters also include non-English language(e.g., Japanese, Chinese, Korean, Arabic, Russian, etc.) characters, aswell as recognized codes such as a space, a line or page break, etc.

Text input device: An input device having a plurality of text keys. Eachtext key generates a specific code that corresponds to a letter,numeral, symbol or other text character. A text key may, in combinationwith one or more other keys, generate a different code that correspondsto a different text character. Although a standard keyboard is anexample of a text input device, other devices having fewer or morefeatures than a keyboard could also be text input devices. A text inputdevice may have keys, buttons or other controls that are not text keys.

Example Operating Environment

FIG. 1 shows an exemplary gaming system 10. Although gaming system 10will be described in some detail and used as an example to describe theinvention, the invention is not limited to the particular example(s)provided. Instead, the invention is only limited by the attached claims.Gaming system 10 includes a game console 12 and up to four gamecontrollers, as represented by game controllers 14(1) and 14(2). Gameconsole 12 is equipped with an internal hard disk drive (see FIG. 2) anda portable media drive 16 that supports various forms of portablestorage media as represented by optical storage disc 18. Examples ofsuitable portable storage media include DVD, CD-ROM, game discs, and soforth.

Game console 12 has four slots 20 on its front face to support up tofour game controllers, although the number and arrangement of slots maybe modified. A power button 22 and an eject button 24 are alsopositioned on the front face of game console 12. Power button 22switches power to the game console and eject button 24 alternately opensand closes a tray of the portable media drive 16 to allow insertion andextraction of storage disc 18.

Game console 12 connects to a television or other display (not shown)via AN interfacing cables 26. A power cable 28 provides power to thegame console. Game console 12 may further be configured with broadbandcapabilities, as represented by the cable or modem connector 30 tofacilitate access to a network, such as the Internet.

Each game controller 14 is coupled to game console 12 via a wire orwireless interface. In the illustrated implementation, the gamecontrollers are USB (Universal Serial Bus) compatible and are connectedto game console 12 via serial cables 32(1) and 32(2). Game controllers14(1) and 14(2) may be equipped with any of a wide variety of game playcontrols. As illustrated in FIG. 1, each game controller 14 is equippedwith two thumb sticks 34, a D-pad 36, buttons 38, and two triggers 40.These mechanisms are merely representative, and other known controlmechanisms may be substituted for or added to those shown in FIG. 1.

A memory unit (MU) 42 may be inserted into game controller 14 or gameconsole 12 to provide additional and portable storage. Portable memoryunits enable users to store game parameters and port them for play onother consoles. For example, a user can save a game to a memory unit 42using a particular game console then use that saved game data with agame executed on a different game console. In the describedimplementation, each game controller is configured to accommodate up totwo memory units 42, although more or less than two units may beemployed in other implementations. A particular game console 12 may beconfigured to accommodate any number of memory units 42.

Gaming system 10 may also be capable of playing music and videos inaddition to games. With the different storage offerings, titles can beplayed from the hard disk drive or portable medium 18 in drive 16, froman online source, or from a memory unit 42. A sample of what gamingsystem 10 is capable of playing back could include: (1) game titlesplayed from CD and DVD discs, from the hard disk drive, or from anonline source; (2) digital music played from a CD in portable mediadrive 16, from a file on the hard disk drive (e.g., WINDOWS MEDIA Audio(WMA) format), or from online streaming sources; and/or (3) digitalaudio/video played from a DVD disc in the portable media drive 16, froma file on the hard disk drive (e.g., Active Streaming Format), or fromonline streaming sources.

FIG. 2 shows functional components of gaming system 10 in more detail.Game console 12 has a central processing unit (CPU) 50 and a memorycontroller 52 that facilitates processor access to various types ofmemory, including flash ROM (Read Only Memory) 54, a RAM (Random AccessMemory) 56, a hard disk drive 58, and portable media drive 16. CPU 50 isequipped with a level 1 cache 60 and a level 2 cache 62 to temporarilystore data and hence reduce the number of memory access cycles, therebyimproving processing speed and throughput.

CPU 50, memory controller 52, and various memory devices areinterconnected via one or more buses, including serial and parallelbuses, a memory bus, a peripheral bus, and a processor or local bususing any of a variety of bus architectures. By way of example, sucharchitectures can include an Industry Standard Architecture (ISA) bus, aMicro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, aVideo Electronics Standards Association (VESA) local bus, and aPeripheral Component Interconnects (PCI) bus, also known as a Mezzaninebus.

As one suitable implementation, CPU 50, memory controller 52, ROM 54,and RAM 56 are integrated onto a common module 64. In thisimplementation, ROM 54 is configured as a flash ROM that is connected tomemory controller 52 via a PCI (Peripheral Component Interconnect) busand a ROM bus (neither of which are shown). RAM 56 is configured asmultiple DDR SDRAM (Double Data Rate Synchronous Dynamic RAM) that areindependently controlled by the memory controller 52 via separate buses(not shown). Hard disk drive 58 and portable media drive 16 areconnected to the memory controller via the PCI bus and an ATA (ATAttachment) bus 66.

A 3D graphics processing unit 68 and a video encoder 70 form a videoprocessing pipeline for high speed and high resolution graphicsprocessing. Data is carried from the graphics processing unit 68 tovideo encoder 70 via a digital video bus (not shown). An audioprocessing unit 72 and an audio codec (coder/decoder) 74 form acorresponding audio processing pipeline with high fidelity and stereoprocessing. Audio data is carried between audio processing unit 72 andaudio codec 74 via a communication link (not shown). The video and audioprocessing pipelines output data to an A/V (audio/video) port 76 fortransmission to a television or other display. In the illustratedimplementation, video and audio processing components 68-76 are mountedon module 64.

Also implemented on module 64 are a USB host controller 78 and a networkinterface 80. USB host controller 78 is coupled to CPU 50 and memorycontroller 52 via a bus (e.g., PCI bus) and serves as host for theperipheral game controllers 14. The network interface 80 provides accessto a network (e.g., the Internet, home network, etc.) and may be any ofa wide variety of various wired or wireless interface componentsincluding an Ethernet card, a modem, a BLUETOOTH module, a cable modem,and the like.

Game console 12 has two dual controller support subassemblies 82(1) and82(2), with each subassembly supporting two of game controllers14(1)-14(4). A front panel I/O subassembly 84 supports the functionalityof power button 22 and eject button 24, as well as any LEDs (lightemitting diodes) or other indicators exposed on the outer surface of thegame console. Subassemblies 82(1), 82(2), and 84 are coupled to themodule 64 via one or more cable assemblies 86.

Eight memory units 42(1)-42(8) are illustrated as being connectable tothe four game controllers 14(1)-14(4), i.e., two memory units for eachgame controller. Each memory unit 42 offers additional storage on whichgames, game parameters, and other data can be stored. When inserted intoa game controller, a memory unit 42 can be accessed by the memorycontroller 52. Additionally, one or more memory units 42 may be insertedinto game console 12 and accessed by memory controller 52.

A system power supply module 88 provides power to the components ofgaming system 10. A fan 90 cools the circuitry within game console 12.

Game console 12 implements a uniform media portal model that provides aconsistent user interface and navigation hierarchy to move users throughvarious entertainment areas. The portal model offers a convenient way toaccess content from multiple different media types—game data, audiodata, and video data—regardless of the media type inserted into portablemedia drive 16. To implement the uniform media portal model, a consoleuser interface (UI) application 92 is stored on hard disk drive 58. Whenthe game console is powered on, various portions of console application92 are loaded into RAM 56 and/or caches 60, 62 and executed on CPU 50.Console application 92 presents a graphical user interface that providesa consistent user experience when navigating to different media typesavailable on the game console.

Gaming system 10 may be operated as a standalone system by simplyconnecting the system to a television or other display. In thisstandalone mode, gaming system 10 allows one or more players to playgames, watch movies, or listen to music. However, with the integrationof broadband connectivity made available through network interface 80,gaming system 10 may further be operated as a participant in a largernetwork gaming community.

FIG. 3 shows an exemplary network gaming environment 100 thatinterconnects multiple gaming systems 10(1), . . . , 10(g) via a network102. Network 102 represents any of a wide variety of data communicationsnetworks. It may include public portions (e.g., the Internet) as well asprivate portions (e.g., a residential Local Area Network (LAN)), as wellas combinations of public and private portions. Network 102 may beimplemented using any one or more of a wide variety of conventionalcommunications media including both wired and wireless media. Any of awide variety of communications protocols can be used to communicate datavia network 102, including both public and proprietary protocols.Examples of such protocols include TCP/IP, IPX/SPX, NetBEUI, etc.

In addition to gaming systems 10, one or more online services 104(1), .. . , 104(s) may be accessible via network 102 to provide variousservices for the participants, such as hosting online games, servingdownloadable music or video files, hosting gaming competitions, servingstreaming audio/video files, and the like. Network gaming environment100 may further involve a key distribution center 106 that plays a rolein authenticating individual players and/or gaming systems 10 to oneanother as well as online services 104. Distribution center 106distributes keys and service tickets to valid participants that may thenbe used to form games amongst multiple players or to purchase servicesfrom online services 104.

Network gaming environment 100 introduces another memory sourceavailable to individual gaming systems 10—online storage. In addition toportable storage medium 18, hard disk drive 58, and memory unit(s) 42,gaming system 10(1) can also access data files available at remotestorage locations via network 102, as exemplified by remote storage 108at online service 104(s).

Game Controller and Text Input Device

FIG. 4 is a top view of one of the game controllers 14 from FIG. 1. Asseen in FIG. 4, game controller 14 includes two grip portions 110_(LEFT), 110 _(RIGHT) on either side of a main body portion 112. In use,a player typically holds left grip 110 _(LEFT) such that the left edge111 _(LEFT) is in or near the palm of the user's left hand, and holdsthe right grip portion 110 _(RIGHT) such that the right edge 111_(RIGHT) is in or near the palm of the user's right hand. In thisfashion, and as shown in phantom lines in FIG. 5, the user can therebyaccess thumb sticks 34, D-pad 36 and buttons 38 with his or her thumbs,and can access triggers 40 (not shown in FIG. 5) with his or her indexfingers. As seen in FIGS. 4 and 5, a user holding game controller 14 inboth hands, in the game playing position and with both palms in fullcontact, will have his or her palms separated by a maximum distance ofD. In a preferred embodiment, D is 7.5 inches or less. In anotherpreferred embodiment, D does not exceed 6 inches. In still anotherpreferred embodiment, D is between 5.63 and 6.38 inches. Because mainbody portion 112 only extends across the upper portion of gamecontroller 14, there is an open region between the ends 116 _(LEFT) and116 _(RIGHT) of grip portions 110 _(LEFT) and 110 _(RIGHT), and belowmain body portion 112. FIG. 6 is a bottom plan view of game controller14, and shows the underside 166 of main body portion 112. Extending fromthe forward part of the main body portion is serial cable 32 whichcommunicates with game console 12. In other embodiments, game controller14 could communicate with game console 12 by wireless communication. Forexample, game controller 14 could communicate with game console 12 inaccordance with the BLUETOOTH standard for wireless communications, asdescribed in, e.g., “Specification of the Bluetooth System,” version 1.1(dated Feb. 22, 2001), available from Bluetooth SIG, Inc. at<http://www.bluetooth.com>.

FIG. 7 is a front view of game controller 14, and shows two connectionports 118 _(UPPER) and 118 _(LOWER). As previously discussed, connectionports 118 could be used for, e.g., insertion of one or more memory units42. As another example, a connection port 118 could be used to connect aheadset or other audio transmitter/receiver device. FIG. 8 is rear viewof game controller 14, and shows the side of the game controller thatwould usually face the player when the controller is being used for gameplay.

As shown in FIG. 9, text input device 120 can be attached to gamecontroller 14 so as to fit in (or covering) the open region between gripends 116. By locating text input device 120 in this area, a user canaccess keys 122 with his or her thumbs without substantially moving hisor her hands from a game playing position (or with only a slight shiftin the position of the grips in his or her hands), and without puttingdown game controller 14. More specifically, and as shown by the phantomline outlines of a user's hands, a user can easily reach any of the keys122 on text input device 120 with one of his or her thumbs. A user canthereby quickly change from entering game play input via thumb sticks34, D-pad 36, buttons 38 and/or triggers 40 to entering text via keys122, and then quickly revert to providing game play input. A user couldalso control a game with one hand while entering text (or otherwiseusing text input device 120) with the other hand.

FIG. 10 is a top view of text input device 120. Text input device 120includes multiple rows of keys 122. In one preferred embodiment, all ofkeys 122 are single position buttons. In other words, each key 122 onlyhas two states: pressed and not pressed. This is distinguished from aD-pad, rocker switch or other control mechanism that may have more thantwo states, e.g., a first or not pressed state, a second state where thecontrol is pressed in a first position (or direction), a third statewhere the control is pressed in a second position (or direction), etc.In that embodiment, the majority of keys 122 are arranged in a singlearray 123 (outlined) having 3 rows and 10 columns. The columns and/orrows of the array may be curved, straight or in combinations of curvedand straight formations. The curves may face in any direction. Forexample, the curved rows may curve downward in a “frown” (as shown), ormay curve upward in a “smile.”

Many of keys 122 correspond to a specific letter or other textcharacter. The specific character may be marked on the key or in closeproximity thereto. Some keys may, similar to a standard keyboard,correspond to multiple characters. For example, pressing key 122 _(A)alone could generate a lower case “a,” while pressing key 122 _(SHIFT)and key 122 _(A) in sequence could generate an upper case “A.” So as toreduce the number of required keys, other key combinations can be usedto add further characters to a key. For example, a second character maybe printed on many of keys 122 in a second color, and a separate keypressed to generate the character printed in that second color.Referring to key 122 _(A), a forward slash (“/”) is printed above the“A,” but in blue. Key 122 _(BLUE) has a blue spot printed on itssurface. By pressing and holding key 122 _(BLUE) and then key 122 _(A),a forward slash is generated. Similarly, a third character could beprinted on or near a key in a third color, and another key pressed togenerate that third color character. Again using key 122 _(A) as anexample, a back slash is printed above key 122 _(A) in green, and key122 _(GREEN) has a green spot on its surface. By pressing and holdingkey 122 _(GREEN) and then pressing key 122 _(A), a back slash isgenerated. Other keys may have specific functions assigned by aparticular game program. For example, certain keys could, similar to theF1, F2, F3, etc. keys on a standard keyboard, each generate a specificsignal that is interpreted differently by different game programs. Otherkeys could function similar to the arrow keys (↑, ↓, →, ←) on a standardkeyboard and move a text cursor up, down, left or right within a blockof text. Other keys could also function similar to keys on a standardkeyboard such as the space bar, backspace key, “DEL” key, etc.

Text input device 120 could have more or less of keys 122 than shown. Ina preferred embodiment, text input device 120 has a sufficient number ofsimultaneously-viewable keys to accommodate the most commonly-usedcharacters of the intended language (i.e., the language of persons forwhom the keyboard is primarily intended). In one preferred embodiment,text input device 120 has at least 26 simultaneously-viewable text keys.In a more preferred embodiment, each of those 26 text keys generates aletter of the alphabet in an individual key press (i.e., withoutrequiring a shift or other key combination). In other embodiments, textinput device 120 may have between 20 and 30 simultaneously-viewable textkeys. In still other embodiments, text input device 120 could have over30 simultaneously-viewable text keys.

Extending laterally from either side of text input device 122 areconformal wings 124 _(LEFT) and 124 _(RIGHT). As described in moredetail below, wings 124 may in some embodiments cooperate with a portionof the game controller 14 to hold the text input device 120 firmly inplace.

FIG. 11 is a bottom view of text input device 120. Undersides 126_(LEFT) and 126 _(RIGHT) can be shaped to conform to the surfacecontour(s) of portions of a game controller. In one preferredembodiment, undersides 126 _(LEFT) and 126 _(RIGHT) have shapessubstantially conforming to the outer surfaces of portions of grip ends116 on which wings 124 rest when text input device 120 is attached togame controller 14. Wings 124 _(LEFT) and 124 _(RIGHT) may have rubberor some other compressible, high-friction material on the undersides 126_(LEFT) and 126 _(RIGHT) of wings 124. Such a material could compressslightly when text input device 120 is installed on game controller 14,thereby minimizing the effects of any size tolerances or manufacturingdefects. Such a material could also, by increasing friction between thewing undersides 126 and the game controller 14, prevent the text inputdevice from slipping from position. A cheek area 128 could also becovered with rubber or other rubber-like material. In one embodiment,the rubber material covering undersides 126 _(LEFT) and 126 _(RIGHT) andcheek area 128 is a rubber-like thermoplastic elastomer such asSANTOPRENE (available from Advanced Elastomer Systems of Akron, Ohio.).Located inboard of the wings on the bottom side of text input device 120are retaining slots 130. Located between slots 130 is a cover plate 132,the center portion of which forms a tongue 134. Located at the end oftongue 134 is a retaining button 136. Because of the elasticity oftongue 134, button 136 can be pressed in, but is then biased outward toits original position. Also emanating from the underside of text inputdevice 120 is a connecting cable 138 having a connector 140 at the end.

FIG. 12 is a perspective view of an attachment bracket 142. Attachmentbracket 142 includes an attachment plate 144, a connecting arm 146, andretaining shoulders 148. Connecting arm 146 has a “U-shaped” crosssection and contoured edges 150. Located on either side of attachmentplate 144 and extending above the surface 152 of attachment plate 144are clips 154. FIG. 13 is a top plan view of bracket 142, and shows theinterior of arm 146. Located at the bottom of arm 146 is a cableretaining groove 156, the operation of which is described below. FIG. 14is a bottom plan view of bracket 142 when attached to text input device120. As seen in FIG. 14 and in FIG. 15A, a cross section taken alonglines 15A-15A of FIG. 14, clips 154 fit upward into slots 130. Asbracket 142 is then moved toward the front 158 of text input device 120,the interior portions 160 of clips 154 contact and hold the forward lip162 of each slot 130. When attachment plate 144 is fully forward, button136 is biased outward into a circular cutout 164 in attachment plate144, as seen in FIG. 15B (a cross section taken along lines 15B-15B ofFIG. 14). In this manner, attachment plate 144 cannot be removed fromtext input device 120 without first pressing button 136 inward. In otherembodiments, button 136 could be omitted. In such an embodiment, bracket142 could retain text input device 120 by the pinching action of clip154 on the portion of lower case 180 that is proximate to lip 162. Insuch an embodiment, circular cutout 164 could also be omitted.Alternatively, the general region of attachment plate 144 in whichcircular cutout 164 is located could be slotted or grooved toaccommodate protrusions on the bottom of text input device 120.

In use, arm 146 of bracket 142 acts a flexible beam to hold text inputdevice 120 in place. In particular, attachment plate 144 is firstattached to text input device 120 as described above. Next, undersides126 of wings 124 are placed in contact with grip ends 116, and the cheekportion 128 is placed in contact with a lower portion of main bodyportion 112. Arm 146 is then bowed slightly outward. In other words, theends of arm 146 are moved in the direction opposite to that in which thetips of the “U” of the arm cross-section point, while the middle of arm146 is moved slightly in the opposite direction. As it is being bowed,the retaining shoulders 148 slip over and contact the lower edge offront 170. The elasticity of the arm 146 then causes the inside faces ofthe shoulders 148 to be pressed against the lower edge of front 170,while the undersides 126 of wings 124 are pulled into contact with gripends 116 (and cheek portion 128 is pulled into contact with main bodyportion 112). In this manner, text input device 120 can be attached togame controller 14 without cutting into or otherwise modifying the outerhousing of game controller 14.

FIGS. 16-18 show installation of text input device 120 on gamecontroller 14. FIG. 16 is a top plan view of game controller 14 withtext input device 120 attached. The left side of text input device 120has been removed, with the outline shown in broken lines, to furtherillustrate the attachment. Wings 124 of text input device 120 extendover the interior portions of grip ends 116. The undersides 126 of wings124 conform to and rest upon the outer upper surfaces of grip ends 116,and cheek portion 128 of the underside of text input device 120 restsupon the lower part of main body portion 112. FIG. 17 is a bottom planview of game controller 14 with text input device 120 and bracket 142attached, and further shows that the undersides 126 of wings 124 arecovered by grip ends 116. Arm 146 of bracket 142 extends to the front ofmain body portion 112, with the upper edges 150 of arm 146 (see FIG. 12)conforming to the underside 166 of main body portion 112. Retainingshoulders 148 wrap over the bottom edge 168 of main body portion 112 andextend over the front 170 of game controller 14. In this manner, bracket142 holds text input device 120 against the top surfaces of main bodyportion 112 and grips 110. Connector 140 plugs into one of ports 118(FIG. 7). FIG. 18 is a side view of game controller 14 with installedtext input device 120, and further shows cooperation of the variouscomponents.

As seen in FIGS. 12-14 and 17, a pair of tabs 157 extend from theretaining shoulders 148 of bracket 142. Tabs 157 allow convenientremoval of bracket 142 (and attached text input device 120) from gamecontroller 14. By pushing downward on tabs 157 from the top side of gamecontroller 14, bracket 142 can be disengaged from game controller 14.

FIG. 19 is an exploded perspective view of text input device 120. Textinput device 120 includes an upper case 172, a set of keys 174, printedcircuit board 176, an electrostatic discharge shield 178, and a lowercase 180. The box-like structure to the side of the opening in lowercase 180 covers (or partially covers) a retaining slot 130. So as not toobscure the drawing, a similar box-like structure on the opposite sideof the opening is not shown. In one embodiment, keys 174 are molded fromsilicone rubber, and form inverted domes which, when pushed downward,close membrane or metal dome switches (not shown) located on printedcircuit board 176. Located on the underside of printed circuit board 176(also not shown) are various electronic components which causeappropriate text character codes to be generated when various of keys122 are pressed. The design of circuits and components for such purposesis known in the art, and thus not further described herein. Any suitablecomponents for generating text character codes in response to keypresses can be implemented.

Also shown in FIG. 19 is an exploded view of connector 140. Cable 138terminates in a right angle fitting 182. In particular, fitting 182causes cable 138 to exit from connector 140 in a direction that issubstantially perpendicular to the direction in which connector 140 isinserted into port 118. Extending from fitting 182 are multiple contacts184. When connector 140 is inserted into port 118, contacts 184 formelectrical connections with corresponding contacts inside of port 118.Upper and lower connector housings 186 and 188, when attached to oneanother, capture and retain fitting 182. By use of right angle fitting182, a shorter cable may be used to connect text input device 120 togame controller 14. Right angle fitting 182 further avoids a loop ofcable 138 extending beyond the end of connector 140 and then wrappingback around into connector 140. In other embodiments, a fitting causingcable 138 to exit connector 140 at other angles could be used.

FIG. 20 is a block diagram of text input device 120 and game controller14. In a preferred embodiment, game controller 14 contains a USB hub 200with multiple ports 202, 204 and 206. One of those ports (202) isconnected to thumb sticks 34, D-pad 36, buttons 38 and triggers 40, andis used for communicating game input to game console 12. The remainingports 204 and 206 correspond to connection ports 118 _(UPPER) and 118_(LOWER) (FIG. 7), and are available for a variety of purposes, such asthe aforementioned memory units 42 or a headset. In a preferredembodiment, text input device 120 connects to one of those ports. Whenso connected, game controller 14 and text input device 120 arerecognized by game console 12 as two separate USB devices. In thismanner, it is thus possible for a user to alternate between game playinput with game controller 14 and text input with text input device 120without having to actuate a mode selection switch each time the useralternates from one to the other. In other words, the game play controlsof the game controller provide output recognized as game play inputwithout requiring a separate signal to indicate whether game controlleroutput should be regarded as text or game play input. Similarly, textkeys of the text input device provide output recognized as text inputwithout requiring a separate signal to indicate whether the text inputdevice output should be regarded as text input or game play input.Similarly; it is not necessary to provide a “controller off/text inputon” switch to go from use of the game controller to use of the textinput device, or to provide a “controller on/text input off” switch togo from use of the text input device to use of the game controller. Theoperation of multiple USB devices by a computer is known in the art, andis described in Universal Serial Bus Specification Revision 2.0 (Apr.27, 2000), available from USB Implementers Forum, Inc. at<http://www.usb.org/home>.

According to another aspect of the invention, a single text input devicecan be manufactured for attachment to different types of gamecontrollers. Respectively shown in FIGS. 21-24 are top plan, bottomplan, front and rear (player side) views of a second type of gamecontroller 14′. Game controller 14′ is similar to game controller 14 ofFIGS. 4-8, but has different physical dimensions and a different shape.For example, grips 110′_(LEFT) and 110′_(RIGHT) of game controller 14′are larger and more widely spaced than is the case with controller 14.In a preferred embodiment, the width w of controller 14′ is less than 8inches. In order to attach text input device 120 to game controller 14′,a different attachment bracket 142′ may be used. As seen in FIG. 25, aperspective view of attachment bracket 142′, bracket 142′ has anattachment plate 144′ having clips 154′, as well as a connecting arm146′ and retaining shoulders 148′. Bracket 142′ further has contourededges 150′ on arm 146′. FIG. 26 is a top plan view of bracket 142′, andshows the interior of arm 146′. Located at the bottom of arm 146′ is acable retaining groove 156′, the operation of which is described below.FIG. 27 is a bottom plan view of bracket 142′. Attachment plate 144′ ofbracket 142′ attaches to text input device 120 similar to attachmentplate 144 of bracket 142, as previously described. Alternatively, and asdiscussed in connection with bracket 142, button 136 could be omittedfrom text input device 120, with bracket 142′ retaining text inputdevice 120 by the pinching action of clips 154′. As with bracket 142, apair of tabs 157′ extend from the retaining shoulders 148′ of bracket142′. Tabs 157′ allow convenient removal of bracket 142′ (and attachedtext input device 120) from game controller 14′. By pushing downward ontabs 157′ from the top side of game controller 14′, bracket 142′ can bedisengaged from game controller 14′.

Similar to bracket 142, arm 146′ of bracket 142′ acts a flexible beam tohold text input device 120 in place. In particular, attachment plate144′ is first attached to text input device 120 in a manner similar toattachment plate 144. Unlike game controller 14, however, wings 124 donot rest upon grips 110′ when text input device 120 is attached to gamecontroller 14′. Instead, tips 145′ of attachment plate 144′ rest uponthe lower portion of the upper face of main body portion 112′ of gamecontroller 14′. Specifically, the undersides of tips 145′ are placed incontact with main body portion 112′. Arm 146′ is then bowed slightlyoutward. In other words, the ends of arm 146′ are moved in the directionopposite to that in which the tips of the “U” of the arm cross-sectionpoint, while the middle of arm 146′ is moved slightly in the oppositedirection. As it is being bowed, the retaining shoulders 148′ slip overand contact the lower edge of front 170′. The elasticity of the arm 146′then causes the inside faces of the shoulders 148′ to be pressed againstthe lower edge of front 170′, while the undersides of tips 145′ arepulled into contact with main body portion 112′. In this manner, textinput device 120 can be attached to game controller 14′ without cuttinginto or otherwise modifying the outer housing of game controller 14′.

FIGS. 28-30 show installation of text input device 120 on gamecontroller 14′. FIG. 28 is a top plan view of game controller 14′ withtext input device 120 attached. The left side of text input device 120has been removed, with the outline shown in broken lines, to furtherillustrate the attachment. Text input device 120 rests between theinside outer surfaces 113′_(LEFT) and 113′_(RIGHT) of grips 110′. FIG.29 is a bottom plan view of game controller 14′ with text input device120 and bracket 142′ attached, and further shows that wings 124 areseparated from grips 110′. Arm 146′ of bracket 142′ extends to the frontof main body portion 112′, with the upper edges 150′ of arm 146′ (seeFIG. 25) conforming to the underside 166′ of main body portion 112′.Retaining shoulders 148′ wrap over the bottom edge 168′ of main bodyportion 112′ and extend over the front 170′ of game controller 14′.Connector 140 plugs into one of ports 118′ (FIG. 23). FIG. 30 is a sideview of game controller 14′ with installed text input device 120, andfurther shows cooperation of the various components.

As seen by comparison of FIGS. 13 and 26, the shape of groove 156 isdifferent from that of groove 156′. In each case, the groove serves torestrain cable 138 inside of arm 146 or 146′. Grooves 156 and 156′ aresized such that cable 138 can be easily pressed into the groove, butthen removed by pulling lightly upward. Because game controller 14 isslightly smaller than game controller 14′, arm 146 is slightly shorterthan arm 146′. So as to gather the excess length of cable 138 when textinput device 120 is attached to game controller 14, groove 156 in arm146 is serpentine in shape. Conversely, groove 156′ of arm 146′ isstraight. Grooves 156 and 156′ need not extend as far toward the ends ofbrackets 142 and 142′ as is shown in FIGS. 13 and 26. In someembodiments, groove 156 (or 156′) terminates at a point that is moredistant from the front end (i.e., the end that is positioned toward thefront of the game controller) of bracket 142 (or 142′) than is shown. Inone embodiment, groove 156 (or groove 156′) terminates approximately oneinch from the point on the front of bracket 142 (or bracket 142′) fromwhich cable 138 exits.

By providing a single text input device and different attachmentbrackets, different types of game controllers can be more economicallyretrofit with a text input device. Because each bracket is a relativelysimple structure and has few (one) components and fabrication steps, itis less expensive to fabricate multiple types of attachment arm and asingle type of text input device than to fabricate multiple types oftext input devices. The outside of arm 146 or of arm 146′ can have anydesired shape.

Upper and lower housings 172 and 180 of text input device 120 may beformed from any suitable materials. In a preferred embodiment, housings172 and 180 are molded from glass-filled polycarbonate. Similarly,brackets 142 and 142′ may also be molded from glass-filledpolycarbonate. Use of such a material provides enhanced creepresistance.

Although several examples of carrying out the invention have beendescribed, those skilled in the art will appreciate that there arenumerous variations and permutations of the above described examplesthat fall within the spirit and scope of the invention. The physicalshapes and configurations shown are merely examples. Numerous othershapes and configurations are possible. Numerous modifications and otherimplementations are within the scope of the invention, which is onlylimited by the following claims.

1. An attachment bracket for coupling a text input device to a gamecontroller, comprising: an arm portion having first and second ends; anattachment plate fixed to the first end, the attachment plate having atleast one text input device engaging member fixed thereto; and at leastone retaining member protruding from the second end in a position suchthat, when the attachment plate is coupled to a first part of a gamecontroller and the retaining member is in contact with a second part ofthe game controller, a force is applied to a face of the retainingmember by the second part of the game controller so as to maintain thecoupling of the attachment plate to the game controller first part,wherein the attachment plate engaging member comprises a clip with anopening facing toward the second end, and a cutout is formed in theattachment plate and positioned behind the open end of the clip.
 2. Theattachment bracket of claim 1, wherein the bracket is formed from aglass-filled polycarbonate.
 3. The attachment bracket of claim 1,wherein the arm comprises a cable retaining groove.
 4. The attachmentbracket of claim 1, further comprising a tab formed on the retainingmember and positioned such that, when the attachment plate is coupled toa first part of a game controller and the retaining member is in contactwith a second part of the game controller, pressure on the tab causesdisengagement of the retaining member from the game controller.
 5. Atext input device and attachment bracket for coupling the text inputdevice to a game controller, comprising: a text input device having: ahousing having a width not exceeding 8 inches and farther having upperand lower faces, a plurality of text entry keys disposed on the upperface, and an attachment interface disposed on the lower face; and anattachment bracket having: an arm portion having first and second ends,an attachment plate fixed to the first end, the attachment plate havingat least one engaging member fixed thereto and engaging the attachmentinterface of the text input device, and at least one retaining memberprotruding from the second end in a position such that, when theattachment plate is coupled to a first part of a game controller and theretaining member is in contact with a second part of the gamecontroller, a force is applied to a face of the retaining member by thesecond part of the game controller so as to maintain the coupling of theattachment plate to the game controller first part, and wherein theattachment plate engaging member is non-destructively disengagable fromthe attachment interface of the text input device, and is subsequentlyre-engagable so as to permit subsequent non-destructive disengagement.6. The text input device and attachment bracket of claim 5, wherein: thetext input device includes a plurality of conformal wings laterallyprotruding from the housing, the conformal wings have upper and lowersurfaces, the lower wing surfaces have a curved surface adapted forconformally resting upon a grip portion of a game controller, and thelower surfaces are positioned such that the attachment plate iscouplable to a first part of a game controller in a manner such that,when the retaining member is in contact with a second part of the gamecontroller, the lower surfaces are compressed against grip portions ofthe game controller.
 7. The text input device and attachment bracket ofclaim 6, wherein each lower wing surface comprises a compressiblematerial covering.
 8. The text input device and attachment bracket ofclaim 7, wherein the compressible material is rubber.
 9. The text inputdevice and attachment bracket of claim 5, wherein at least 20 text entrykeys are disposed on the upper face.
 10. The text input device andattachment bracket of claim 5, wherein the plurality of text entry keyscomprises at least 26 letter keys, each of the letter keys generating adifferent letter of the alphabet when individually pressed.
 11. The textinput device and attachment bracket of claim 5, wherein: the attachmentinterface comprises an opening formed in the lower face and a spaceinside the housing and proximate to the opening, the space and theopening forming a lip on at least one side of the opening, and theattachment plate engaging member comprises a clip with an openingengaging the lip.
 12. The text input device and attachment bracket ofclaim 11, wherein: the attachment interface farther comprises a movableprotrusion on the lower face, the moveable protrusion being biasedoutward and inwardly movable upon application of external force thereto,and a cutout is formed in the attachment plate and positioned to engagethe movable protrusion.
 13. The text input device and attachment bracketof claim 5, farther comprising a tab formed on the retaining member andpositioned such that, when the attachment plate is coupled to a firstpart of a game controller and the retaining member is in contact with asecond part of the game controller, pressure on the tab causesdisengagement of the retaining member from the game controller.
 14. Thetext input device and attachment bracket of claim 5, farther comprising:a cable emanating from the housing for communication of signalsresulting from user activation of one or more text entry keys, the cablehaving a distal end; a connector attached to the distal end of thecable; and a cable retaining groove formed in the arm.
 15. The textinput device and attachment bracket of claim 14, wherein in the arm isformed in the shape of a trough, and wherein the cable retaining grooveis inside the trough.
 16. The text input device and attachment bracketof claim 15, wherein an opening is formed in the second end of the armand the cable extends through the opening.